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Audiomotion Studios deliver high impact in-game animation

RELEASE DATE: 18th May 2016

UK based performance capture studio Audiomotion partnered with renowned Finnish video game developer, Remedy Entertainment to create large scale in-game stunt sequences and player moves for this year’s blockbuster video game release, Quantum Break.

Published by Microsoft Studios, Quantum Break is a cinematic, 3 rd person action game released on Microsoft Windows 10 and Xbox One on April 5th. Players play as main protagonist Jack Joyce, a man who possesses the power to manipulate time, to defeat and overcome opponents and obstacles.

Audiomotion delivered over 12,000 seconds of player moves, from generic idles to full length walk cycles, level specific actions sequences and stunts. With Europe’s largest, in-house performance capture volume, measuring 24m x 12 m x 6 m, Audiomotion were able to recreate the full scale sets and in-game environments using a variety of props and constructions.

From climbing walls and high towers, to stunt falls, collapsing platforms, crawling through hatches, ramp slides, vaults, takedowns and full length, high speed sprint cycles, Quantum Break presented physical challenges which the Audiomotion team were only too happy to accept.

‘When we began working on Quantum Break 4 years ago, it was clear from the outset that it was a case of go large or go home.’ explains Audiomotion MD, Brian Mitchell. ‘We took a virtual playground and made it into a reality, creating environments that capture the creator’s vision and intentions yet are structurally safe without restricting the performer or the technology. Many of those moves required full body and finger capture.’

Using harnesses and specially crafted, multi-purpose rigs, we were able to safely and efficiently capture the physical elements from the game using ramps, platforms and custom built, multi-purpose structures. A small group of UK based action performers made up the core team and a stunt crew was flown over from Poland for the high impact sequences.

The shoots were often intense and grueling for the performers, capturing a high duration of moves over a total of 15 days of shooting. ’To make the sequences authentic the action performers had to be put through their paces.’ reveals Stacey Boisselle, Head of Casting at Audio motion Studios. ‘Every step, every grasp, every breath…whether it’s a build up to a jump or the exertion of pulling up onto a ledge, it’s all real. The in-game animation is equally as impressive as the cutscenes. A great deal of work has gone into making the game a visual experience.’

Tuukka Taipalvesi, Executive Producer at Remedy Entertainment added “It has been our pleasure to be working with the Audiomotion team. They worked tirelessly to meet our expectations, technical and creative, while delivering quality services and animation. We threw large challenges at them that they happily accepted, managing high volumes of animation data with fast turnarounds. They have proved to be an incredible resource for our project team.”

About Audiomotion Studios

Audiomotion is an award winning performance capture service provider and multi-stage facility, based in Oxford, UK. We are dedicated to producing high quality performance capture animation and VFX for videogames, film, commercials and interactive media. Recent credits include Guitar Hero Live, Call of Duty: Exo Zombies, The Sniper Elite Franchise, Quantum Break and upcoming action role-playing video game for the PlayStation 4, plus upcoming film releases, A Monster Calls and Miss Peregrine’s Home for Peculiar Children.

Contact:  Brian Mitchell

+44 (0) 8701 600 504

www.audiomotion.com

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